Note, I have never played this through before and it will be my first playthrough.
A multi-character Role-playing Odyssey!
Back cover/blurb:
It came on a diskette like this:
The town menu screen!
First thing to do as always is create a party... I already created one, fairly balanced I think but I created one too many. There's also a human priest not in the party who I think would be more useful than the extra thief. I've named randomly without imagination them because I have to for saving... and will be named after Codexers.
All the stats are pretty good , it's a re-roll system which gives you really random results (d20?) so I made sure no fighter had strength 3 or wizard with intelligence 3.
First come first served:
The Wizard has "Fireflash I" and priests "Healing I"
Everybody is equipped with a Club, Robes, and Small Shield at the moment, and we have ~1500 gold (256 gp each) to spend.
There's not much you can buy here for non-priest/wizards... so I'll list them:
Knife: 1 gp
Mace: 37 gp (for the fighters)
Magic I: 44 gp
Scroll VIII: 121 gp
"Magic" is a magic potion and a scroll gives you spells, and "scrolls" are actually game hints of which there are 20 in the entire realm... seems obvious to buy it.
Wizards and priests can learn spells through the training menu. There's a spell on offer for 22 gp called Quickness I.
The priest can buy Awaken or Vision for 22 gp, and choose only one.
Fighters/thieves can't purchase any new skills yet they need 50-100+ XP.
If you want to look at the rules (a lot to post and it's pretty straight forward anyway) you can find a manual here: (zipped notepad file)
http://project64.c64.org/games/m-z/index.html
A multi-character Role-playing Odyssey!
Back cover/blurb:
It came on a diskette like this:
backstory/intro said:PHANTASIE I : THOLIE'S TALE
Newly arrived on the island of Gelnor, an adventurer entered the
remote town of Pelnor. From the deteriorating condition of the
once-prosperous shops, it was clear that things were amiss - just the
place where a courageous person might seek a worthy quest.
The adventurer hailed a passing citizen. "Where might I find
information about your town and land ?"
Looking furtively over his shoulder, the man tersely replied, "Ask for
Tholie at the inn," before scurrying away.
Sure enough, the adventurer found the town's storyteller sitting at
the back of the smoky, dimly lit common room.
"Hail," greeted the adventurer, as he took a seat on the rough-hewn
bench, "I've come to Gelnor to seek my fortune. Can you tell me the
tales of this land ?"
"Why certainly," said the old gnome. He waited for the adventurer to
buy him a tankard of brew and a meat pie before commencing his tale in
a soft sing-song voice.
"In the beginning, there was a barren vastness, filled only with stars
and light, and it was called the Astral Plane.
"Within this vastness, a place was created wherin dwelt Zeus and his
followers. The magical river Styx flowed 'round it all, and it was
called the Olympic Plane.
"Next, the earth and all things on it, living and dead, were created,
and it was called the Material Pla-"
"I already know the legends of how the world began!" interrupted the
adventurer. A look of disgust and disbelief made its way across the
youthful face. "I want to know about Gelnor and what's happening now.
Are there adventures, fortunes, for the likes of me ?"
"Ha!" Tholie briskly retorted. "Ever heard of the evil ones, called
Black Knights? There are adventures a-plenty with them, forsooth!"
The adventurers face lit up, and he leaned toward the storyteller.
"Yes! Tell me about the Black Knights!"
Tholie continued, "The Isle of Gelnor is divided by a chain of
mountains into two regions. The west is the traditional domain of
human and humanoid beings - with a few renegade orcs and lizard men -
dedicated to order and goodness; the east is inhabited by more exotic
creatures - dragons, trolls, and giants. These regions have been
waging war throughout the history of this great land. Pelnor, the
town we are now in, lies in the northwest corner..."
"Black Knights! What about the Black Knights?" demanded the
adventurer, interrupting once again.
"Patience!" roared Tholie. His fist banged the table. "I'm getting
there!
"Since the Great Invasion by the evil sorceror Nikademus, the Isle of
Gelnor has been terrorized by his merciless Black Knights. (The
citizens of this land hold such fear and emnity for these intruders
that it has even overshadowed their hatred for each other).
"To maintain their reign of terror, the Black Knights travel form town
to town, demanding sacrifices and homage. 'Though they travel in small
bands, no Gelnorian can yet claim to have defeated one.
"Any unfortunates who are espied by these evil ones must surrender all
their money or die. Worst still, the Black Knights may bring the wrath
of the gods upon those who oppose them. Few are willing to take the
risk."
"Defeating the Black Knights and destroying Nikademus is just the
quest I need to win my fame and fortune," exclaimed the adventurer.
"Where can I find them?"
"No one knows where Nikademus can be found, but you can start with the
Black Knights. You're bound to run into them if you travel in Gelnor."
Jumping up, the adventurer turned to leave. "I shall gather a band of
fellow seekers at the adventurer's Guild forthwith."
"A few words of advice," Tholie called out. "Whatever your success, it
is rumoured that new Black Knights are spawned in a fortress somewhere
in Gelnor. Godspeed, and may your sword be swift and the gods be with
you."
The town menu screen!
First thing to do as always is create a party... I already created one, fairly balanced I think but I created one too many. There's also a human priest not in the party who I think would be more useful than the extra thief. I've named randomly without imagination them because I have to for saving... and will be named after Codexers.
All the stats are pretty good , it's a re-roll system which gives you really random results (d20?) so I made sure no fighter had strength 3 or wizard with intelligence 3.
First come first served:
The Wizard has "Fireflash I" and priests "Healing I"
Everybody is equipped with a Club, Robes, and Small Shield at the moment, and we have ~1500 gold (256 gp each) to spend.
There's not much you can buy here for non-priest/wizards... so I'll list them:
Knife: 1 gp
Mace: 37 gp (for the fighters)
Magic I: 44 gp
Scroll VIII: 121 gp
"Magic" is a magic potion and a scroll gives you spells, and "scrolls" are actually game hints of which there are 20 in the entire realm... seems obvious to buy it.
Wizards and priests can learn spells through the training menu. There's a spell on offer for 22 gp called Quickness I.
The priest can buy Awaken or Vision for 22 gp, and choose only one.
Fighters/thieves can't purchase any new skills yet they need 50-100+ XP.
If you want to look at the rules (a lot to post and it's pretty straight forward anyway) you can find a manual here: (zipped notepad file)
http://project64.c64.org/games/m-z/index.html